Hethwill, the Red Duke Posted November 9, 2016 Posted November 9, 2016 Coming across a lot of people and trying to understand the whole new workflow of crafting I finally came to understand why it isn't working properly. Let's look at a normal workflow, not considering the real manpower ( hours of playing the game ) Extract resource > sail resource to free port > deliver it to free port > warehouse ( maybe more sailing if not on Freeport ) Take from warehouse > Deliver to Freeport closest to regional trim intended > Sail to crafting port. Just looking at this cycle the issue is clear. The cycle of fight > trade > craft > fight > trade > craft is somewhat broken at the trade > craft link due to the massive logistics at the moment and it is not scarcity of resources but the mandatory necessity of outposts. It is mindblowing. To make the workflow easier but keeping the effort necessary for the best ships I suggest the following radical changes: 1. All regional capitals are Naval Bases. They are automatically usable by an alliance and can park up to 5 ships and have a warehouse. 2. Naval Bases produce nothing and cannot have any production buildings. They have a shop of course. 3. Teleports between Naval Bases same as between outposts. 4. Outposts work as normal as before and are needed for production buildings and added naval bases. Looking to this we can balance the freeports. 1 .Freeports can hold 2 ships in port. 2. Fleet option disabled at Freeport ( to enforce the 2 ships limit ). You either bring your fleet already or you can assemble it. 3. Deliveries only between Freeports of course. And finally looking at the crafting of ships. The big big big issue is the logistics of regional trims, so I suggest a abstract layout. 1. If a region is controlled by a faction / alliance the Regional trim is available at any ship building port. 2. Naval Bases are not ship build capable. 3. (anolytic ) And just to make sure that regions are protected and not taken for granted, if a region has more than 50% hostility its bonus should not be available to crafters in the coalition holding it. This should ensure the continuation of the need of resources, put dynamic in conquest given the trims can be used from anywhere in the controlled territory and still retain the necessity of producing,transporting and trading goods. 4
Twig Posted November 9, 2016 Posted November 9, 2016 (edited) But this doesnt change the circle or am I wrong... My experience also says that your circle is incorrect. There is almost no fight anymore. You are able to see around 10 trader to 1 battleship on the sea. This cant be right nor the devs intitution. Edit: So it is more like: Trade -> Craft -> Trade -> Craft -> Fight (?) - > Trade -> Craft -> Trade... Edited November 9, 2016 by Twig
Hethwill, the Red Duke Posted November 9, 2016 Author Posted November 9, 2016 That is correct, I didn't yet drown myself into the ecstasy of naval constuction but having returned to a national scenario with a organized group I have been "living" the realities that crafters and traders are enduring. Also your pointer towards a Outpost legacy system which should be changed is worth a look.
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